are you using shift to queue up these attacks?? I am not having this problem with the beta. Or at least I hadn't noticed it. Tell you what I will try it when I load up my save game in a bit to continue the game I was playing before I left to run errands. Will report back on what happens to me with it.
dragoaskani
Target using the empire tree, faster and easier in larger battles to begin with.
Well the sc die automatically after the carriers are down. I have started advancing to teh rear once my caps nearing 50% damage so that it makes it outta there. I leave the cobalts to finish the carriers then they advance to the rear also. Wait 45-60 seconds then I jump back to the battle. All the SC are dead from hp decay without a supporting carrier.
[quote] ask in that mod's already existing thread.[/quote] would that not require common sense? The least common of all human senses ironically enough. O.o
[quote] AND NO BEING A DOUCHE [/quote] You beat all of them to it, you already were one by doing that.
[quote]ok, just wanted to know what 'you' would expect to see on 1.1. not the feed back i'd want to look for. those are good ideas. about the AI sharing on credits, maybe it should have aliance auto credit share on.i'm not looking for a feed back just looking for what you guys would guesse of what will be on 1.1. read the top and no feed back is not meant for me but for what your opinion would be expected for 1.1[/quote] Considering there is a public beta test of the patch underway we alread
Theres other things to look at too. A kol for example in a fleet fighting against multiple targets is more effective then a space egg in the exact same situation.
[quote]Our tentative date for the final version of Sins of a Solar Empire v1.1 is mid September.Did I missread it?[/quote] Yes you misread it. (psst misread has one s :D) That is just developer speak for saying that the Last version of 1.1 (aka no longer a beta) will be available. That being said, I wonder if they are gonna push out another version of the Beta for us before then. Or if they have decided the feedback that they received was enough and are proceeding from here.<b
holy crap whats with the necro threads lately jesus freaking christ.
Yeah dont even get me started on having to face mixed forces with 1.09 carriers backing them up....
Well for me a surgical strike is more one force comes in on one side of an empire, kills some structures, kill the Cap ships that come to defend then if they can take the force they will. If they cant take the force and planet then they bug out. Once a fleet shows up where the diversionary/raiding fleet is. Usually I will hit another planet with a larger planetary assualt fleet. Depending on map size I might have several fleets doing these kinda tactics at once, while also maintaining
Theres alot to learn here but you can manage with time. Perhaps if you start with several ai's on easy and only one on medium it will be better for you in the long run as you develop your skills more.
bleh its the AI, the fact that you and your ally lost so much in that battle just shows the how bad the ai is. Because if it was better then your ally ai would have been better keeping the losses to a minimal percentage of your current fleet.
bleh I dont like your strike fleet apricot, I would rather use my forces as a scalpel then as a sledgehammer. Nothing wrong with yours but at same time what you just hit one planet at a time? seems inefficient.
Raze Plantet Rank 3 is some uber sexiness, who needs to waste fleet capacity on fragile bombers when this thing will do the job for the same price and not fall to pieces as soon as someone looks its way.
yeah no perma-lock in 1.1 with the new duration and antimatter cost, but that doesn't mean its not still useful. You can still easily freeze half a fleet, while you decimate the other half.
How are those light frigates working out for you in real practice though? I haven't had the chance to test spamming them and assigning them in their own fleet for anti carrier duties yet. And if its working for you, whats the ratio of Light Frigates to Carriers you have found to be the minimum threshold for being able to destroy the carriers in an efficient and timely manner? Just based off of costs alone I am assuming a 3 or 4 to one ratio of Frigates vs Carriers.
Alright I thought about posting this in the Beta forums. But there are several "Carriers are overpowered" type threads there now as is. And quite frankly they may or may not be OP. I will leave that for the Devs to decide and I will learn to adapt. Which brings me to the point of my posting. What counters have we come up with that are "solid" plans for countering the new strikecraft and their carriers? The advent ones in particular I am having problems with when I am TEC. Now advent on ad
If the current state of strikecraft carriers from 1.1 beta stays as it is that small fleet attacking your planet may be a swarm of strikecraft from super carriers. Fear the advent ones most!!!
[quote]-Radiance Battleship: -Cleansing Brilliance cooldown increased from 75 secs to 120 secs.[/quote] From the patch notes. Not much of a nerf really but its still a nerf.
I think its due to the fact that construction frigates are produced by the planet for free. So why bother repairing one? they are reproduced very quickly.
I am trying to avoid using static defences anymore. the only plantets getting them are ones that are gonna be hit by pirates. I will usually wait until after the first two pirate raids even to build the static defences just so I know for sure the pirates are going to be at least a little bit consistent before I drop the resources. I much prefer one roaving fleet of a cap, with some long range frigates and a few carriers. Now mind you all this is from 1.1 beta now since I dont play 1.05
In 1.1 beta Kols are fast becoming my favorite. with the new super carriers Flak burst and shields are so nice to have.
I love sins, the starwars one I couldnt get into. I have it and the expansion but I bet I havent logged more then 20 hours playing it. It just felt, off and awkward to me. Perhaps I am a bit too much of a traditionalist on RTS's. Mind you I did love the space battles, its the land battles that needed serious work.
[quote]If you play as a race other than the advent, you can all but forget about bombers. The advent simply put too many SC in the field of play. One sure fire way to kill mounds of Advent SC is with a few TEC caps. 1. Get a Dunov and a Kol to lvl 6. Get Flak burst to at least lvl two and get finest hour and flux field.2. Find Advent carrier fleet.3. When SC approach hit the flux field (reduces ability AM cost) then finest hour (reduces ability cooldown time, AM regeneration, and AM cost even mo